RainehDaze
RainehDaze
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Accept those first gens are gone and pray they didn't immediately destroy a 3gen you can actually protect.
Which... is the problem. If you try for anything more than playing around with chases, slowdown is obligatory, and playing nasty is required. You have to get rid of someone if you want any endgame scenario to play out in your favour without 20 minutes of back and forth attrition with multiple regression perks.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3280439#Comment_3280439
You could also say BHVR had a lot of time to implement all those things,but didn't.
But they didn't have to revise their entire game structure to incorporate them.
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"Why does a thing made later have more nice things integrated into it"
It's a self-answering question, if you think about it. They didn't have to bolt everything onto an existing game (although main DBD has been very slow to adopt some good ideas)
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3280319#Comment_3280319
Gotta be honest, I love STBFL but the only reason I ran it before was because his dash didn’t give Brutality points, so I had to M1 people for those sweet sweet BP. Now that I get the regular Hit score for using my dash, I have very little reason to prefer to M1 over using my dash and I only use the perk because hee hee funi knife flippe
As for endgame camping—if I want to sweat that out, Terminus + NWO has me covered.
I don't even think it was endgame at that point, just a really bad attempt at a save that kind of spiralled into everyone getting KO'd.
Also, really, no M1? It handles corners so much nicer.
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I'm used to seeing the bonus for Survivors, but I've seen Killer a few times.
it's not going to get me to switch, though; I'm here to play the game not to maximise BP
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@LiveBritishReaction said:
Imo Wesker is an incredibly versatile killer and opens himself to a lot of builds by default, but I personally have three main builds on Wesker at the moment: My sweat build, my casual build, and my brain-off build.
My sweat build is for when I feel like I’m gonna need to play hard to do well. Distressing, Coulrophobia, No Way Out, Terminus. Wesker’s large base TR only gets even larger with Distressing, giving you a huge amount of Coulrophobia value, passively making you a very good antiheal killer—and since Wesker’s so good in a chase and has high mobility, the strat of “Don’t heal and do gens” is much less effective than it is against someone with weaker antiloop and snowball like Legion or Wraith. Then, when they get to the endgame,a lot of people are injured thanks to Distressing + Coulro when Terminus pops, making them Broken. Broken only ends after a gate has been opened for 30 seconds, so if you have max NWO stacks, you have 60 seconds of NWO + 20 seconds opening the gate + 30 second Broken timer = a minimum 110 seconds of guaranteed Terminus value, practically making the perk a better NOED. Terminus also has the major benefit of being the literal only killer perk in the entire game that punishes survivors for 99’ing the gates, making this build an even better sweat strat on account of being fantastic for endgame camping—in order to heal and go for the rescue without feeding Wesker free kills, survivors MUST open the gates and start the EGC to deactivate Terminus. For addons, since your only true stall perk is NWO, Iri Vial is good for securing early-game pressure more easily by forcing everyone to cure themselves, and then either an infection addon or Leather Gloves for the cooldown benefit.
My casual build is for when I DON’T want to play hard and just want to enjoy myself. Shadowborn, STBFL, Agitation, Infectious. STBFL because funi M1 go stab stab, Shadowborn because please add an FoV slider, Agitation because it works with Wesker’s autograb mechanic, Infectious because beeg TR on downs = get back into chase faster.
My brain-off build is when I want a good build but really don’t care for putting in the effort into making my sweat build work. Call of Brine, Overcharge, Lethal Pursuer, Nowhere to Hide. Kick a gen, get 7 seconds of free info, guarantee that survivors won’t be able to pressure the gen before CoB + OC drain it like mad, guarantee I’ll get into a chase for free.
I find it funny to see STBFL on the casual one, because that's always wound up being my most slot-effective perks.
Kinda funny to go from 1k to 4k because Survivors failed to work out what was going on and tried to hook trade. Uh, guys, I have eight stacks...
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@feechima said:
Chill out with the gens-if you see 2-3 gens popping very early, chill out.Trust me I run an all-seeing build with open-handed, bond, kindred, and alert. Thanks to the rift you can count on at least one survivor crawling down to basement to open a chest, cleansing a totem or booning every time the killer stomps a totem, collecting glyphs, standing in a corner, following someone in chase with a flashlight only to fail at saving. Besides that almost half the killer roster forces survivors to do side objectives-cleanse, mend, vaccinate, spray, snap out of it etc. So we already have a laundry list of stuff to do.Chill out with SWF communication- Having information is only half the battle. You have to know what to do with it. You face swf teams all the time you stomp and never assume its a swf. Face 3-4 good solo players in high MMR and swf accusations come out. It's swat team SWF, I knew it.Don't tunnel gens - very simple.With call of brine, overcharge, and scourge hooks on deck? Not a chance!Don't hold W too much. Tell that to the last anti-loop killer the devs introduced. So I should stay in this unsafe loop and get a pigeon flown at me? A guard stabbing me? A Wesker deadharding and tossing me across the map? Trickster stabbing me with 100 knives because the devs shrunk the crates and bins to the size of bowling pins? Maybe I'll let Dredge mindgame me with his portal or Huntress throw her hatchet that she's been holding for two minutes straight through a crack in a barrel.
Try to avoid using God Pallets.I'll resist using God Pallets when you let me meander through a massive dead zone until I can get to an unsafe one.wesker and his inability to move fast round corners is beating you at loops now?
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It's not just around loops that bugs the hell out of me. In fact, it's the part where every single open space between loops is full of junk that drives me mad. What's that, you have a power that wants any amount of open space to use? No power for you! Hold W between tiles with pallets.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3280269#Comment_3280269
I edited the second response to you, with an updated math and a actual test I threw together. Hope you will take a look.
Yeah, I saw. Just explaining how I got to my conclusion from the outset. xD
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3280208#Comment_3280208
But that's not how Math works, but I honestly don't know how it works under the hood. I did some math: Error have to redo math
ahahah, there's an easier way to do it that doesn't require messing with the actual values in any way.
Addon 1: plus 20% to first bound, -20% to second.
Addon 2: plus 20% to second bound, -20% to first.
So, if it uses the base value, then the bound distance is (1+0.2-0.2). If it doesn't use the base value and multiplies through, it's then 1*1.2*0.8=0.96.
Seems like it's the first one.
As for builds, been trying to work out a fun one just for getting into chases. I think I put on Floods of Rage. Situational Awareness was kind of useless as all it told me is everyone had evacuated the area constantly.
I do like the sunglasses+uh... that purple syringe addon? Max infection = 20s undetectable and aura reading. "Hi, I see you got fully infected!"
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You'd only be able to do this if holding W through a map between pallets wasn't almost a guarantee of buying well over a minute against the wrong killers (or with the maps spawning every conceivably random obstacle at once to shut down everything else).
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Shouldn't do, either they're working from base values (and should negate exactly), or both dashes should actually be slightly shorter.
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Don't those two addons cancel each other out?
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@Jangles said:
Has something been changed? 9 out of 10 games im being hit from at least 2m behind me. 2k hours and this is the worst I've seen it. Makes it nearly impossible to loop as I can't properly judge distance while trying to do complex math equations in my head trying to work out the killers ping compared to mine. I run nearly constantly at 20ms. Am I playing at a disadvantage having a good connection to the server?!
Having a better connection tends to be bad for both sides, it gets weird.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279644#Comment_3279644
I don't remember the last time I was given a kill by a survivor, irrespectively how nice I played. The only time I get given a kill is when survivors are sick of the game and just want out lol.
Someone gave me one last night (although I think it was more because I had an absolutely dismal game). Which got funny, because I carried him to the exit gate and he kept crawling back. EGC won, in the end.
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3279242#Comment_3279242
i am not aware of what this is?
it's an option in, uh, the options menu. There's a bunch of name-hiding stuff on both sides (both to hide yours from the other players, from anyone who might be watching a stream, and to hide other players' names for similar reasons).
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no
Also, don't do them mid-game and expect courtesy.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3278145#Comment_3278145
Jolt and Pain Res do the same thing. But if a person is on at the time of regression they will not regress because ya know someone was on it. You know this because Pain Res/DeadMans does not continue regressing after deadmans and Jolt if you lunge to down a survivor working on a gen, downing them the gen will take the 8% but not still be regressing. All three always would regress if someone wasnt working on them but if there was someone working on it it would immediately stop the regression. The fact that there is 0 warning to let go and 0 way to stop the regressing once its triggered is the problem. It is the Pain Res/Dead mans switch combo built into one except stronger because they dont need to be hooked let alone scourge hooked and the regression continues after the delay is over.
Didn't they change that for other perks this patch, too?
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Have you ever actually played with Shadowborn? The FOV increase doesn't make as much of a difference to whether people can hide or not as you're thinking. To put it another way, all it really makes a change to in practice is the very rare case someone tries to go round a tight corner and hide and the Killer doesn't look anyway (and another 8 degrees or so of horizontal vision in that one direction doesn't even guarantee it).
It actually has more effect on how much you can see further away, but does absolutely nothing about LOS blockers (and you trade off some ability to judge distances and fine detail because now more is in the same screen area).
Seriously, an FOV increase works something like this. It has its least impact close up, which is where you're focusing all the concern.
(As for the motion sickness, I don't know the exact why behind it, but I think it has something to do with how much the background starts moving for relatively low movements--it's much more like being spun around).
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3278451#Comment_3278451
What?so you think having a broken killer is better that lose some players that just abuse her power?
From a strictly mathematical perspective, if BHVR would lose more players by removing Nurse than they lose players that have to go against Nurse? Yes.
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@[Deleted User] said:
- "DC and enjoy ur 1 hours or more penalty cause of how often these bugs happen and u actually have to dc"
I've been told this has been disabled for now. Have not tried myself.
They're back, or at least were when I was playing last night.
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Because some people play her a lot and they don't want to lose those players?
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You forgot 'Chase theme found the brass section'
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276718#Comment_3276718
It is indeed an advantage. I have started playing with Shadowborn just recently, and it clearly helps.
I do think it would be very nice to have a field of view slider, and then just rework Shadowborn. But that would no doubt be a buff to killers, so survivors would need some counterbuff as well. I would suggest a slight crouching movement speed increase, since a higher field of view for the killer makes stealth for the survivor a little more difficult.
But then again, survivors are still waiting on that nerf to camping which is insanely long overdue.
I don't think Shadowborn made all that much of a difference when I was playing with it, although it did feel more pleasant.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3278255#Comment_3278255
Window tech 100%. 360 and inside techs would become way harder. Even crouch tech would become somewhat harder.
But those are only chase "techs". It does not even consider you would be able to camp better and notice things around you better.
The perk is being used to quite a degree (sure it's by far not a meta perk) even outside people suffering from medical issues. A lot of blights do take this and headaches are totally not the reason for it.
Also colorblind filters are buffs. I have seen what they can do. And they do help a lot (but can make game look very ugly). It's 100% not just QOL. But there is nothing that can be done about them so sure. We can consider them yet another thing that makes the game not perfectly fair. That does not mean we need to add more of those
"Why do people take the FOV increase perk when the default in modern games is around 105 degrees" is not a complicated question. DBD has a default FOV of 87; that's effectively lower than Doom had. A thirty year old 2.5D game had 90 degrees. 102 degrees, the amount you get with Shadowborn, is the same as Minecraft's default. That's actually a much more normal value.
Because the game looks and behaves really strangely if you play any other first-person title. Most things with low FOV don't expect you to spin around like a top.
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He's fun and his chase music is great?
I know nothing about RE and I've been having a blast.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3278240#Comment_3278240
Killers having low FOV allows survivors doing some plays they are otherwise not able to do. And you can't dumb-down game so, that everyone can play it if it severly limits the game.
Would you be ok if the game added some kind of humming so that completely blind people can play it? Change weapons and hooks for teddy bears so that small children can play it? I think you see where I am going.
And once again. I am absolutely not against artificially prohibiting killers with motion sickness to play this. All I am asking is to pay the price (perk slot) for the advantage they get out of this (removal of several techs based on visibility). Otherwise everyone would always have max FOV even if they don't suffer from motion sickness.
"I want the specific advantage this has to me and think that the game should force people to restrict their builds and still have a weirdly low cap on FOV regardless" is not, in fact, a very generous attitude.
increasing FOV wouldn't even fix the things that are 'the survivor is inside the Killer model and behind their camera' anyway. Nor does it change how 360's work (seriously, the attack cone hasn't changed). The loss is only to anything that relies on the Killer not being able to see directly to their side without turning, which is way more niche.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3278226#Comment_3278226
First 2 posts (so it's your post too) ask for it to be basekit. I have 0 problems with it being a perk that takes up 1 slot. I would also support the idea for it to be unlocked at T3 for everyone (considering some people might indeed have problems with it health-wise)
I stand by the idea that FOV shouldn't be tied to a perk, because you shouldn't balance your game around visuals that render it literally unplayable for some people; it'd be like making the various colourblind modes require a perk to active and screwing with the saturation for everyone else. If it would be too big of a balance change on its own, then go counteract it somewhere else; fairly basic first-person video game settings (Minecraft has an FOV slider!) are not something that have any business being locked behind perks.
Of course, if the devs don't want to change that, at least don't make people grind for the pleasure of adjusting it and locking one of their perk slots. That's just kind of cruel.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3278213#Comment_3278213
Sure. It's qol. I want qol for survivors too. It's qol to make them basekit have 5% more speed. /s
No my man. QOL is not a buff. QOL is something that is independent of strength, but makes playing it feel better. This would be buff.
Some people get motion sick from low FOV, especially with all the turning around and spinning that you're expected to do in this game. Personally, I just find it kind of dizzying, and all the random junk spawning right now drives it up. So no, it actually is a matter of accessibility, even if it might also have buffing (in which case, go find some way to compensate it)
but again, you might notice, the suggestion advanced in this thread is just 'make shadowborn a universal perk so every killer has it' (preferably just make it T3), not 'free FOV increase for everyone'. It's not giving people things they can't get, it's just making the option to use the perk available without some 10 hours of grinding for it.
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@Gandor said:
One of the very few disadvantages killer has over survivor is how much vision he has. You want that removed for free robing survivors of some of the few things they can still do (e.g. 360, window tech, inside tech, ...).
If you want that, use a perk. Don't ask for freebies. Killers already have 60% kill rate. Why another buff?
Because this is literally an accessibility and usability issue where any amount of fixing it is locked behind a perk.
Although, whilst I would rather the FOV was just increased and then the game changed, the actual point I was making here is that you shouldn't have to go and unlock increasing the FOV by prestiging a specific character. i.e. just give people the perk.
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@Pulsar said:
I wasn't aware of this affecting other maps.
I, personally, haven't noticed anything too far out of the ordinary. Granted, I'm usually taken to maps that are already unfavorable, so perhaps I just haven't noticed.
I haven't been counting pallets, but I have noticed that in every map with obstacles, there's now almost no straight lines anywhere without running into something.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3278171#Comment_3278171
Incapacitated is too strong of an effect for how easy the perk is to proc and use effectively.
However, if we remove Incapacitated from the perk, it kills it. If we remove the 10% regression, it kills it.
The perk should be completely redesigned. Maybe you could give it some regression (and a scream) and have it have a Blood Favor effect around the affected generators. Still provides slowdown and it promotes the Killer leaving the hook to chase someone new but it gives essentially zero value if you just camp it out.
Honestly, it's weird there's no 'you just can't work on gens' effect, but either way, the problem with the perk is clearly not that it doesn't tell survivors when it's going to trigger. Perks definitely should not be based around the idea that their effect can be avoided by how they telegraph when it's going to happen to the other team.
Although, I don't think 'blocking pallets around the generator' would actually leave a particularly usable perk? A DMS effect on kicked gens would make more sense--and it also avoids the whole regression-stacking-whilst-you-can't-work-on-it thing, whilst still having it regress after the time expires if nobody's there.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3277452#Comment_3277452
Not really the fact its overtuned,its the fact its hard to predict when someone is going down especially in soloq.
They should make it so when you repair a generator with eruption on it,you see the aura of the killer and survivor when they're in a chase.
So you can tell exactly when someone is going down.
Ah yes, because then the perk that is supposed to incapacitate people working on the wrong gens now can't do that because the survivors working on the gen get told when they need to let go. Oh, and also where the Killer is, for free extra safe info.
Like, whatever the problems are with the perk, "Survivors with no other information source can't avoid its effect" is not it. That is, in fact, probably the baseline assumption of perks in general.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3278065#Comment_3278065
It is actually super easy to grab as killer.
What the people defending hook grabs on healthy don't seem to understand is that a large percentage of killer players try to force the next stage on a hooked survivor. It is a skilless 'strategy', but it works.
'just do gens'... Um, how about lets make it fun for both sides without skilless things like healthy hook grabs.
you do realise that the grab can be baited?
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I have basically never grabbed someone going for an unhook unless they were being 100% potato about it. Like, grabs of people exiting lockers? Slightly more common (ignoring open-locker-find-survivor grabs).
The only reasonably normal grab in the game is running into someone who doesn't pay attention, has oblivious from plaything, and tries to do the totem in your face. Anyone else just cancels their animation, whatever it is, and only gets a hit. Grabbing people as a Killer is super hard.
Also? It's meant to work from safety because it's there to discourage recklessly doing actions in the Killer's face and then speedboosting off.
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@Veinslay said:
Not a bug, this is just new map design philosophy in action. 30+ safe pallets every map. That's how the Game, Garden of Joy, Eyrie and Borgo all are
No, they've said it's a bugged tile (at least in shattered square). I'm not surprised if it's bugged elsewhere too, given the random junk spawning all over the place.
Weirdly, this makes the Game one of the least terrible places right now--it has its usual assortment, not all the pallets it always has and everything else that can show up.
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I think it's a fairly safe conclusion that if buffing FOV would buff Killers overall, find out some other nerf to hand out to everyone or something, or some way to help Survivors with being sneakier. Balance shouldn't be achieved by making one side have an objectively worse visual experience.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3276997#Comment_3276997
God, I'm getting flashbacks to my most recent Trickster game on Mothers Dwelling. Like normally, it's not that great of a map for Trickster to begin with but I can normally make do. But no, with whatever this bug is there were twice as many trees, rocks bushes etc that none of us, myself and the survivors could play properly. In the end, I just double-hooked everyone and let them all go, the survivors all left their items for me as a sign of pity. So yeah, rough game.
I've been playing Wesker mostly since I came back to the game. The difference in bound usability before and after Knight released is night and day.
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Having finally ground up Wraith so I can get Shadowborn (though only to P1, so so far that means exactly one Killer with it at P3--I got every perk I had unlocked on Wesker)--just... what? The low FOV didn't really get to me in a physical sense, but it still feels way better to have even a moderately wide FOV! Sure, there's a few benefits to spotting people, but overall it just feels nicer. :/
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As I made a thread on earlier in the week, Sadako's jumpscares are euuuuuugh.
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@GiveMeTheBox said:
Some people use VPNs to lag their connection on purpose and give themselves an advantage. I'm not sure if it's officially against the rules, but it might be worth reporting
You can't just go around reporting everyone that has a bad connection.
Would drive the support staff nuts
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/3277865#Comment_3277865
Spaghetti code itself is a really outdated concept, you really really really really don't see it almost ever unless you are working on legacy stuff - I'm talking about stuff still in use from waaay back. My first job still was using software that was written in ~1989 that had these issues, that has been somehow maintained and added to. But it was unreadable but mostly worked. It was really never re-done modernized because the higher ups didn't want to spend x amount of time to re-do something that worked. You also sort of see that in the financial sector as well with cobol stuff written ages ago that handles transacations and stuff, but that has higher stakes than what I was doing, and cobol has it's own set of issues.
So a big thing in modern development is DRY - don't repeat yourself. So let's say I have code A that does some business logic, but now I added functionality to a new part of my application that needs to run that same exact logic, You don't want to copy/paste - that leads to maintainability nightmares. Especially if you have multiple teams working on the two areas. If we are talking about jumps like that, that is mostly a good thing - you almost never want to repeat code. But that has it's own issues, things breaking can be one of them.
That's sort of what I'm referring to with lasagna code - it's structured and layered and one thing goes wrong when changing something it can lead to. It's also not just a traceability thing - you can usually see what references something else, ide dependent of course.
Ok look, I don't mean to overly defend the devs, there HAVE been breaking issues since I started playing regularly and even back when I played a few matches on my ex's account to test it out in ~2017, but I can take things personally because I'm a developer and I know how things go, and I know we are always the first to blame, and I think being a dev on this game is probably the most miserable thing in the world, if not just for the community lol. Granted I'm not a game developer, but I am a senior engineer and have seen a lot of things go wrong in several different sorts of applications. But I also don't think it's just an issue with the devs, right? I've said this before:
a) the executives set too strict of deadlines - I really think if they slowed down to 3, or even 2 dlc releases a year we wouldn't see this kind of things. If you are in a huge crunch to get things out, things ship broken - I don't think I need to remind anyone of the twin's launch. Granted, things aren't done in 3 months - being, all the planning, programming, art, sound, etc, but the deadlines are really tight and set before things are even worked on. It's not really a decision that the devs make, that comes from product/project managers, which in turn get that stuff from the big wigs.
b) I think the QA on dbd has such a complicated job - we have so many killers at this point, with so many perks, so many maps, that I feel like things can easily slip by (re: collision). Also, on top of that - these aren't live matches, some things just, come out during live matches to do things qa or devs didn't account for. I don't know the answer to this, I've seen it at every one of my jobs. In non-gaming development things can be caught at integration or unit tests before things even ship - it's not perfect and things can still slip by. But I don't really know what that could look like with game development to cover every aspect of the game and how things interact, you know?
Sorry for the long ramble, lol.
https://forum.deadbydaylight.com/en/discussion/comment/3277866#Comment_3277866
From my understanding it was originally done done in blueprints first but now they use just normal c++ for the most part now and re-wrote a lot of blueprints stuff (I think that is why nurse was re-done and disabled for the month or two earlier this year? I think?)
It will never cease to be amazing and terrifying that COBOL-run stuff is still going on in the background and increasingly few people know how to update it.
My point, however, wasn't calling it spaghetti code in the true, Go To Statement Considered Harmful sense, just in the more colloquial (at least, in my experience) 'program flow is a mess and nobody is entirely sure how we've arrived at this particular method but we have and so we can't remove it' one. Doing goto-level spaghetti in a game so heavily event-driven would be an achievement in how impractical it is.
There's clearly both something wrong with the QA and code structure--again, we have the current release as an example. I'm not talking the edge cases like 'if you do this specific thing at the wrong time the Knight goes bizarre', I'm talking 'the entire map spawn is comically bugged' and 'every single map in the game is now spawning everything including in places it shouldn't'... which either suggests nobody is actually checking the maps before this goes to live, or global spawn parameters weren't recognised as such and someone accidentally changed the things.
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@KingFieldShipper said:
On this topic, I have gotten to a lot of fights on the various social media platforms about the use of spaghetti that I just have given up at this point because no one cares and when a bug appears it's just "spaghetti" and roll my eyes and move on. I remember one time aws had a shutdown, which bhvr's servers are on, and people complained about it being the dev's fault, as if my job didn't experience the same downtime cause of some aws issue, lol.
https://forum.deadbydaylight.com/en/discussion/comment/3277767#Comment_3277767
My issue is that literally isn't what spaghetti code is, spaghetti code is literally something ultra specific that happens in procedural languages when people used excessive amounts of goto's to execute specific lines of code that made maintaining and readability hard (see: a huge amount of programs written in the 80s, especially in BASIC). At least use the correct pejorative phrase - which would be lasagna code, which I suspect is what is going on in dbd (which mclean used to describe the codebase as too), but also, can be very hard to avoid. I constantly think about it at my job myself - the codebase at my work is so complex and overarchitected and touched by people around the globe on hundreds of team (I mean this quite literally), that literally a one line change down the line completely broke the product my team works on lol.
I think the notion of spaghetti code only referring to goto being used to make random jumps in code execution is a pretty outdated one, though? The same general idea, that you can't trace the program execution with any reliability, seems to be predominant. Which does at least cover DBD (because why are there multiple collision detection methods still in usage? How did that not get refactored properly?), although it probably doesn't explain a lot of the weirder things going on (I'd hazard a guess that the eternal tendency for map spawns to go haywire is pretty bad hygiene over what's global to all maps and shouldn't be changed, or needs to be turned into a method variable or something).
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When the game is criticised for spaghetti code, it's because it has a habit of reintroducing bugs that were already fixed, or bugs that don't appear to have anything to do with what they were updating, because it doesn't seem to be clear to anyone how any part of the game is structured in relation to anything else.
Like, the main one that's pointed out is that there's two methods for checking collisions hanging around, which is how you can get visuals and sounds etc. for an ability hitting, but then the ability hasn't actually hit, because both methods are involved in it.
Calling the code base convoluted and messy is pretty much just a description of what's going on. And not every program has to be like this; if it was a clean and orderly code base, a new map wouldn't come with bugged tiles on the new map, and bugged object spawning over everything in the entire game. But code review is expensive and not glamorous in the slightest, so it's never going to be done unless they stumble on something that actually loses money and players.
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@MeltingPenguins said:
This has little to do with the changes now, and more something with the game rewards and punishes all the wrong things.
DCs shouldn't be punished as hard/at all unless it's a genuine ragequit DC (as in you dced cause you overestimated your looping skills etc, not necessarily quitting against killers you just utterly utterly utterly despise. it's a fine line)
Camping, tunneling slugging etc however should be actively punished, and the mechanics are present, all while the same mechanics could reward exciting behavior (lets be honest, we all had survivors genuinely thank us (and some of us did the same as survivors) for a good/great/fun match, even though it ended in a 4k at 3-4 gens left. all because there was no slugging, camping or tunneling)
It just needs better coding and a lot of finetuning
... you think tactics you don't like should be punished more than quitting a multiplayer game?
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@zarr said:
Either way, by now we have multiple 30 or 40+ male characters (and perhaps even 60+, in the case of Bill), yet not a single female character that isn't in her early 20s? For how "diverse" of a cast BHVR is supposedly interested in creating, that's a pretty sexist trend!
Where IS survivor granny?
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@EvilSerje said:
You, my good sir or mam, are definetely not a developer :)
How they accidentally broke folliage, how they accidentally spawn 7 pallets near each other, that the only things I understand easily. It's something everyone does, like dropping production database on release day. Every programmer baptised by this.
What is obvious (and not good) is that it looks they were in a rush and past all deadlines. And that hotfixes are not here past few days. That both are questions to management.
Indeed, I am definitely not a developer in the BHVR school of 'release a new map, every EXISTING map simultaneously gets a spawn bug'.
Like, we're beyond plain buggy development, here, into, 'consistently release weird issues into production with nobody catching them, with nothing in the patch notes explaining how this possibly could have happened'.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3276992#Comment_3276992
Well good news, they've managed to "trace it back and bloody fix it"
Except the pallets thing ISN'T 'literally every map on the game spawns seemingly every random bit of detritus it can'.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3276992#Comment_3276992
you'd think so. You'd really think so *screams in someone with only basic coding skills who still knows the pain*
My best guess is this:
There's various things that impact spawns, not just the RNG for the generation and hook offerings. scourgehook perks, totem perks, etc influence the RNG as well. and all it needs is ONE SINGLE TYPO to have the code set all spawns to TRUE. And tracking that down is a mess.
Add to that that they apparently are restructuring and reorganizing the code in the background, and it gets even worse. The faulty code might very well come from a much much earlier code version (given how new updates are likely created parallel) so... best we can do is wish them Good luck, and thanks for all the fish.
You have to wonder what bizarre spaghetti mess they possibly had that anything else caused random scenery to splurge everywhere.
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@HectorBrando said:
Gotta love this bug whenever it appears because this is like the fourth time the debris appearing everywhere bug has poped up, also I believe this is the worst iteration of said bug, Ive never seen so much debris spawn EVERYWHERE.
"Everyone gets to be an M1 killer because there's too much random crap around to use ANYTHING, and survivors can't really do any sane looping that doesn't take advantage of that former fact"
perfect balance: fun for absolutely nobody
